en:ruleset
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| en:ruleset [2025/01/09 02:13] – feats and classes shadooow | en:ruleset [2026/07/18 21:40] (current) – added critical doom description narsil | ||
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| - | [[en: | + | ====== |
| - | [[en: | + | |
| - | ====== Season 2024-2025 | + | * [[en: |
| + | * [[en: | ||
| + | |||
| + | ===== Season 2024-2025 Changes ===== | ||
| * Character can multiclass 4 classes. | * Character can multiclass 4 classes. | ||
| * Ability Bonus cap increased to +18. | * Ability Bonus cap increased to +18. | ||
| + | * Any class can select any feat as long as requirements are met. This means that you can select Divine Shield and Divine Might with just three levels of paladin for example. | ||
| * Weapon buffing spells do not stack, only 1 can be active on same weapon at the same time. | * Weapon buffing spells do not stack, only 1 can be active on same weapon at the same time. | ||
| * Casting a (defensive) spell doesn' | * Casting a (defensive) spell doesn' | ||
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| * Immunity to slow is also immunity to movement speed decrease effect. | * Immunity to slow is also immunity to movement speed decrease effect. | ||
| * Bonus attacks from various sources like Haste, Flurry of Blows or Divine Power have always full AB bonus. All of them. | * Bonus attacks from various sources like Haste, Flurry of Blows or Divine Power have always full AB bonus. All of them. | ||
| - | * Any class can select any feat as long as requirements are met. This means that you can select Divine Shield + Divine Might with just three levels of paladin for example. | ||
| ===== Items ===== | ===== Items ===== | ||
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| * Regeneration from items is per 10 seconds now. Regeneration from other sources (feats, spells) is unchanged, thus still per 6 seconds. | * Regeneration from items is per 10 seconds now. Regeneration from other sources (feats, spells) is unchanged, thus still per 6 seconds. | ||
| * Items with AC Dodge bonus (as we have more than boots) doesn' | * Items with AC Dodge bonus (as we have more than boots) doesn' | ||
| - | * Vampiric regeneration | + | * Vampiric regeneration will no longer work against variety of creatures without blood - skeletal undeads, constructs. |
| * Mighty property stacks on different items. | * Mighty property stacks on different items. | ||
| * Haste grants only +1 AC instead of +4 AC. | * Haste grants only +1 AC instead of +4 AC. | ||
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| ===== Saving Throws ===== | ===== Saving Throws ===== | ||
| * 1 is not an automatic failure on saving throws anymore. | * 1 is not an automatic failure on saving throws anymore. | ||
| + | * **Critical Doom:** Some monsters are exceptions to this rule. When resisting a spell or special ability used by a creature with Critical Doom, a natural 1 on the saving throw is an automatic failure. This does not affect attack rolls. | ||
| * Spellcraft bonus to saving throws works only against spells, not monster special abilities. | * Spellcraft bonus to saving throws works only against spells, not monster special abilities. | ||
| * Divine Grace and Dark Blessing feats bonus is now capped by class level. Paladin and Blackguard levels stacks for this purpose. | * Divine Grace and Dark Blessing feats bonus is now capped by class level. Paladin and Blackguard levels stacks for this purpose. | ||
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| * All spellcasters are now spontaneous and select spells known during level up. | * All spellcasters are now spontaneous and select spells known during level up. | ||
| * Spellcasters uses spell points to cast spells. The more spellpoints, | * Spellcasters uses spell points to cast spells. The more spellpoints, | ||
| - | * There are three types of spell points. | + | * There are three types of spell points. |
| * Casting a spell costs [spell level*2-1] spell points. Ie. 1st level spells costs 1 spellpoint, 2nd level spells costs 3 spellpoints etc. | * Casting a spell costs [spell level*2-1] spell points. Ie. 1st level spells costs 1 spellpoint, 2nd level spells costs 3 spellpoints etc. | ||
| * Number of uses will automatically recalculate anytime you cast any spell, rest, regain spellpoint etc. Additionally, | * Number of uses will automatically recalculate anytime you cast any spell, rest, regain spellpoint etc. Additionally, | ||
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| * Non-finessable weapons can have up to 4 slots. | * Non-finessable weapons can have up to 4 slots. | ||
| * Two-handed weapons can have up to 6 slots. | * Two-handed weapons can have up to 6 slots. | ||
| - | * Monk gloves and ranged weapons can be buffed. | + | * Monk gloves and ranged weapons can be enchanted by spells. |
| * Ranged weapons require no ammunition. | * Ranged weapons require no ammunition. | ||
| * Magical staves are one-handed, even for small characters. | * Magical staves are one-handed, even for small characters. | ||
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| ^ ::: | **Battleaxe** | 1d8 | x3 | Slashing | Medium | Martial | | ^ ::: | **Battleaxe** | 1d8 | x3 | Slashing | Medium | Martial | | ||
| ^ ::: | **Greataxe** | 1d12 | x3 | Slashing | Large | Martial | | ^ ::: | **Greataxe** | 1d12 | x3 | Slashing | Large | Martial | | ||
| - | ^ Polearms | **Spear** | 1d8 | x3 | Piercing | Large | Simple or Druid | | + | ^ Polearms | **Spear** | 1d8 | x3 | Piercing | Medium |
| - | ^ ::: | **Halberd** | 1d10 | x3 | Piercing and Slashing | Large | Martial | | + | ^ ::: | **Halberd** | 1d10 | 19-20/ |
| ^ ::: | **Scythe** | 2d6 | x3 | Piercing and Slashing | Large | Exotic | :!: was 2d4 and x4 | | ^ ::: | **Scythe** | 2d6 | x3 | Piercing and Slashing | Large | Exotic | :!: was 2d4 and x4 | | ||
| ^ Hammers | **Mace** | 1d6 | x2 | Bludgeoning | Small | Simple or Rogue | | ^ Hammers | **Mace** | 1d6 | x2 | Bludgeoning | Small | Simple or Rogue | | ||
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| ^ Bows | **Shortbow** | 1d6 | x3 | Piercing | Medium | Martial, Rogue or Elf | quiver in off-hand slot | | ^ Bows | **Shortbow** | 1d6 | x3 | Piercing | Medium | Martial, Rogue or Elf | quiver in off-hand slot | | ||
| ^ ::: | **Longbow** | 1d8 | x3 | Piercing | Large | Martial or Elf | quiver in off-hand slot | | ^ ::: | **Longbow** | 1d8 | x3 | Piercing | Large | Martial or Elf | quiver in off-hand slot | | ||
| - | ^ Gnome weapons | **Pistol** | 1d8 | x4 | Piercing | Small | Firearms | can be equipped in off-hand slot | | + | ^ Gnome weapons | **Pistol** | 1d8 | x3 | Piercing | Small | Firearms | can be equipped in off-hand slot | |
| ^ ::: | **Rifle** | 1d10 | x4 | Piercing | Medium | Firearms | uses strength modifier | | ^ ::: | **Rifle** | 1d10 | x4 | Piercing | Medium | Firearms | uses strength modifier | | ||
en/ruleset.1736388830.txt.gz · Last modified: 2025/01/09 02:13 by shadooow
